/* Starshatter: The Open Source Project Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors Copyright (c) 1997-2006, Destroyer Studios LLC. AUTHOR: John DiCamillo OVERVIEW ======== Quantum Warp Out special effect class */ #include "QuantumFlash.h" #include "Light.h" #include "Bitmap.h" #include "DataLoader.h" #include "Game.h" #include "Random.h" #include "Scene.h" #include "Video.h" // +--------------------------------------------------------------------+ static Bitmap* quantum_flash_texture = 0; // +--------------------------------------------------------------------+ QuantumFlash::QuantumFlash() : nverts(64), npolys(16), mtl(0), verts(0), polys(0), beams(0), texture(quantum_flash_texture), length(8000), width(0), shade(1.0) { trans = true; luminous = true; if (!texture || texture->Width() < 1) { DataLoader* loader = DataLoader::GetLoader(); loader->SetDataPath("Explosions/"); loader->LoadTexture("quantum.pcx", quantum_flash_texture, Bitmap::BMP_TRANSLUCENT); loader->SetDataPath(0); texture = quantum_flash_texture; } loc = Vec3(0.0f, 0.0f, 1000.0f); mtl = new Material; verts = new VertexSet(nverts); polys = new Poly[npolys]; beams = new Matrix[npolys]; mtl->Kd = Color::White; mtl->tex_diffuse = texture; mtl->tex_emissive = texture; mtl->blend = Video::BLEND_ADDITIVE; mtl->luminous = true; verts->nverts = nverts; for (int i = 0; i < npolys; i++) { verts->loc[4*i+0] = Point( width, 0, 1000); verts->loc[4*i+1] = Point( width, -length, 1000); verts->loc[4*i+2] = Point(-width, -length, 1000); verts->loc[4*i+3] = Point(-width, 0, 1000); for (int n = 0; n < 4; n++) { verts->diffuse[4*i+n] = D3DCOLOR_RGBA(255,255,255,255); verts->specular[4*i+n] = D3DCOLOR_RGBA( 0, 0, 0,255); verts->tu[4*i+n] = (n < 2) ? 0.0f : 1.0f; verts->tv[4*i+n] = (n > 0 && n < 3) ? 1.0f : 0.0f; } beams[i].Roll( Random(-2*PI, 2*PI)); beams[i].Pitch(Random(-2*PI, 2*PI)); beams[i].Yaw( Random(-2*PI, 2*PI)); polys[i].nverts = 4; polys[i].visible = 1; polys[i].sortval = 0; polys[i].vertex_set = verts; polys[i].material = mtl; polys[i].verts[0] = 4*i+0; polys[i].verts[1] = 4*i+1; polys[i].verts[2] = 4*i+2; polys[i].verts[3] = 4*i+3; } radius = (float) length; length = 0; strcpy_s(name, "QuantumFlash"); } // +--------------------------------------------------------------------+ QuantumFlash::~QuantumFlash() { delete mtl; delete verts; delete [] polys; delete [] beams; } // +--------------------------------------------------------------------+ void QuantumFlash::Render(Video* video, DWORD flags) { if (hidden || !visible || !video || ((flags & RENDER_ADDITIVE) == 0)) return; const Camera* cam = video->GetCamera(); if (cam) { UpdateVerts(cam->Pos()); video->DrawPolys(npolys, polys); } } // +--------------------------------------------------------------------+ void QuantumFlash::UpdateVerts(const Point& cam_pos) { if (length < radius) { length += radius/80; width += 1; } for (int i = 0; i < npolys; i++) { Matrix& m = beams[i]; m.Yaw(0.05); Point vpn = Point(m(2,0), m(2,1), m(2,2)); Point head = loc; Point tail = loc - vpn * length; Point vtail = tail - head; Point vcam = cam_pos - loc; Point vtmp = vcam.cross(vtail); vtmp.Normalize(); Point vlat = vtmp * -width; verts->loc[4*i+0] = head + vlat; verts->loc[4*i+1] = tail + vlat * 8; verts->loc[4*i+2] = tail - vlat * 8; verts->loc[4*i+3] = head - vlat; DWORD color = D3DCOLOR_RGBA((BYTE) (255*shade), (BYTE) (255*shade), (BYTE) (255*shade), 255); for (int n = 0; n < 4; n++) { verts->diffuse[4*i+n] = color; } } } // +--------------------------------------------------------------------+ void QuantumFlash::SetOrientation(const Matrix& o) { orientation = o; } void QuantumFlash::SetShade(double s) { if (s < 0) s = 0; else if (s > 1) s = 1; shade = s; }